Size/Type: | Small Magical Beast |
---|---|
Hit Dice: | 1d10+1 (6 hp) |
Initiative: | +4 |
Speed: | 20 ft. (4 squares), fly 30 ft. (poor) |
Armor Class: | 17 (+1 size, +6 natural), touch 11, flat-footed 17 |
Base Attack/Grapple: | +1/+0 |
Attack: | Slam +5 melee (1d4+4) |
Full Attack: | Slam +5 melee (1d4+4) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Darkness, improved grab, constrict 1d4+4 |
Special Qualities: | Blindsight 90 ft. |
Saves: | Fort +3, Ref +2, Will +0 |
Abilities: | Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10 |
Skills: | Hide +10, Listen +5*, Spot +5* |
Feats: | Improved Initiative |
Environment: | Underground |
Organization: | Solitary, pair, clutch (3-9), or swarm (6-15) |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | 2-3 HD (Small) |
Level Adjustment: | — |
The darkmantle hangs from a ceiling by a muscular "foot" at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.
A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.
Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.
To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it attaches to the opponent’s head and can constrict.
A darkmantle deals 1d4+4 points of damage with a successful grapple check.
A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.
A darkmantle has a +4 racial bonus on Listen and Spot checks.
These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks.